유니티 이펙트 - 발사체 참고영상외 + 팁



유니티 이펙트 - 발사체 참고영상외 + 팁

금별 0 5,241 2019.05.09 00:29


BasicShot


ezgif-5-3ab9da757397


portalmagic


ezgif-5-715d5d35149c


ezgif-5-57db58b16c02


water


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ezgif-5-9aec199270f4


FlowerHeal





 



 



 


 


 


 


 


 


 


 

Some people asked me for a complete breakdown so here it is c:


The trail is this texture, with a bit of noise to make it looks less static.



FlameTrail


The flames towards the sphere are that, just offset it C:

image


Just adjust the position/rotation of the meshes and the direction of the trails until they match c:


The impact is made with a cilinder with modifications in the UV and a flames texture panning (B channel used to dissolve, controlling the dissolve using a custom data in the particle system and the vertexcolor.alpha). I also animate the scale and the speed to make it feel more… Fluid

stylizedflames_composition


image


impact

Some sparks, flames, details and a lot of polishing in the timing.

I made this textures for the flames, a directional shape with a controlled handpainted dissolve in the blue channel.

smoke

With a control in the dissolve and animating the scale and the color c:


firey

The last part is just a few meshes spawning towards a point with a paning shape and some noise (similar to the original charge) and a glow with a few flames to make it feels less static.

firey-charge




FlowerHeal


 


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